The rulebook seems to be pretty much silent about this, so let's toss our ideas into the hat here. I'll put mine under the stark gaze of the forum's judgement first (I kit-bashed this from the SuperNatural Movement dice rules).

Teleportation: Due to the sheer unpredictability of an effect powerful enough to falcon-punch the common understanding of physics (being able to bypass obstacles and such), teleportation is not bought as a regular movement, but rather as SuperNatural Movement dice.

The caveat is that the teleported unit is Disrupted for the rest of its turn (due to teleporter sickness, "phasing in" like Chrono units in Red Alert, or existential crisis at realizing it's just a copy and the original was killed on the other end of the teleporter), leaving the unit vulnerable if it was cocky enough to teleport into the middle of an enemy formation.

On a fumble, the lucky recipient of the dice has the option to randomly fuse the unfortunate teleported unit with the nearest object within the Teleportation dice radius like Jeff Goldblum in "The Fly", as per the Field Construction rules. If fused with an enemy unit, use the opposing Operators rules.

Stationary Portals:

Buy these as a Difficult Terrain Field Hazard, paying the cost for the distance between the point of entry and point of arrival. The lack of having any unit that passes that line be affected is offset by the security of the portal (pass from one bunker to another without going through the battlefield in between). For portal networks, it takes an operator (his name is Walter) an Action to dial in a new address.

LEGO are like boobs - designed for kids, but adults have plenty of fun playing with them too.

A portal gun functions as a launcher that fires linked Portals (see above) as its Payload. A PortalGun's portal radius is equal to the WS of the PortalGun, and the flat surface that the portal opens on must be wide enough for the portal to fit on it. Units hoping to go through the portal must be able to fit within the portal radius.

The Payload in this case is not physically loaded into the PortalGun as with a regular launcher, but rather generated by a stable quantum-linked singularity inside the gun itself (hence the +2 CP), so you don't have to worry about ammo.

A PortalGun can only have two portals open at any given time, and they must be linked to each other. Since you can only fire a weapon once per turn, it takes 2 turns to set up a pair of linked portals - a fair trade for such an endlessly fun ability.

LEGO are like boobs - designed for kids, but adults have plenty of fun playing with them too.

We were talking about this over in Piltogg's battle threads with the Akkadian teleoprter, but now that we have the Supernatural Dice they're basically the plan for Star Trek style teleportation (rather than portal style). Here's some of the past discussion:

stubby wrote:If I was going to make teleporter rules for bw2005, at minimum they'd be a Ranged attack requiring the use of an Action, a Skill roll against the number of inches teleported, and the usual potential for Missed Shot inches. A fancy Specialty might give a warrior the ability to teleport and attack in the same turn, but more likely he'd have to let someone else operate the teleporter in order to preserve his Action for attacks.